Wow, that was the problem. How can a teleportation trigger name mess up my global dialog like that?

The second error was the _ in the dialog teleport script you posted in the other thread. I actually thought the ""_ looked weird at first but somehow it connected to the navigator, so I'm not sure how to fix the error.
IF
GlobalEventSet("SetSail")
THEN
CharacterTeleportPartyToTrigger(CHARACTER_Player1, TRIGGER_Grove,""_);

Do I attach the ACTION SetFlag("FlagName",1) script to the players dialog response or the NPC's? Or does it matter?